Deep Rock Galactic
New mutation. Remember the Juggernaut in Warframe?
Okay when you kill a certain amount of bugs, you wake up a boss. It can be one of the already existing bosses, or it can be new type of boss.

Yes we have something like this in game. But I think its a bit inconsistent. In this mutation, it happens everytime when you kill a certain amount of bugs.

It's like avoiding in the haunting cave. You can up the amount of nitra in the cave, or let it be default.
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Showing 1-7 of 7 comments
phenir May 19, 2022 @ 3:49pm 
Actually, I don't remember the juggernaut from warframe. Maybe you can reference some other game I may or may not have played?
Sounds like it would not play nice with certain mission types, like escort or salvage and would punish bigger teams who already get more bugs and spend more nitra to begin with.
Derpykat5 May 20, 2022 @ 3:46am 
The problem there is that Warframe has stealth mechanics (I think? I've never played Warframe). In DRG there's no such mechanic, so you might as well just spawn a boss every X swarms instead of tying it to kill count and making Swarmageddon even more annoying than it already is.
King Fossil May 20, 2022 @ 3:50am 
I also have not played Warframe and have no context.
Bot Tobi May 20, 2022 @ 2:24pm 
Interesting, but there is a problem. On warframe you CAN not kill enemies and escape from them without problems, while on Deep Rock it is difficult if not impossible, so you would find yourself spawning it all the time, but I have an idea that would allow you to implement yours without excessive alterations. On warframe, when the jugernaut makes itself felt, if you kill too much it spawna. On Deep Rock you can do a similar thing, which is that the juggernaut makes a distinctive roar and you are warned that it is in the area, but here you could do that when it makes itself felt, it spawns a specific highlighted entity (a neutral enemy), which if is killed, causes the juggernaut to spawn. By doing so, it is both possible to make it spawn voluntarily, and NOT to make it spawn, avoiding killing the entity. For logical reasons, the neutral enemy that spawns the juggernaut if killed can be its cub, still young and defenseless, and when it is killed the Juggernaut parent realizes it, and in anger will do anything to kill you.
Vault Traveler May 20, 2022 @ 2:40pm 
I want an enemy thats blind but can track you when using your pickaxe
Triplescrew May 21, 2022 @ 2:11am 
Originally posted by King Fossil:
I also have not played Warframe and have no context.

Works like this:
You hear a loud shriek and enemies become highlighted for some time.
If you kill enough of those Highlighted enemies, Jugger spawns.
If you dont kill enough of enemies, Jugger goes away.

It might work, but eh.... I prefer surprise attacks.
EarlGrey May 21, 2022 @ 4:30am 
Originally posted by Bot Tobi:
On Deep Rock you can do a similar thing, which is that the juggernaut makes a distinctive roar and you are warned that it is in the area, but here you could do that when it makes itself felt, it spawns a specific highlighted entity (a neutral enemy), which if is killed, causes the juggernaut to spawn. ... For logical reasons, the neutral enemy that spawns the juggernaut if killed can be its cub, still young and defenseless, and when it is killed the Juggernaut parent realizes it, and in anger will do anything to kill you.

We already have a neutral and defenseless creature - the humble Lootbug.
So, let's make it a Warning variant:

Warning: Lootbug Herders
- Map countains [20%] more Lootbugs
- Lootbugs actively mine Gold, Nitra and (if present) Morkite deposits
- Lootbugs contain 50% more Gold, Nitra and Morkite (or contain 125% of eaten ressources)

- Whenever X (depending on Hazard Level) Lootbugs are killed, a Boss Monster (Huuli-Gan Vigilante) spawns near the dwarf scoring the last Lootbug kill.

Boss; Huuli-Gan Vigilante
A Dreadnought-class boss resembling a Huuli Hoarder. Has a breakable shell/shield (as Hiveguard/Caretaker) and a variety of attacks depending on which minerals are on the map, such as

- Pickaxe Claws (Swift Melee AoE/Cone)
- Dwarf Toss (Grab and throw a single opponent. Long animation, can be interrupted with Heightened Senses or enough damage)
- Bismor Darts: Rapid-fire barrage of straight shots, medium damage
- Enor Flare: Mid-range AoE centered on the Vigilante, low damage,can temporary blind/daze dwarves hit
- Magnite Cannon: Arcing shot, explodes in a small, high-damage AoE, can be shot down.
- Jadiz Well: summons a destructible, immobile minion that heals the Vigilante and/or provides extra damage resistance.
- Umanite Bomb: Arcing shot, deals medium-high damage on a hit and leaves a destructible object that acts like the Volatile Uranium hazard
- Hollomite Eruption: telegraphed explosion (similar to Phase Bombs), medium AoE, medium damage, causes Poison DoT
- Dystrum Spray: mid-range cone AoE, low damage, may freeze
Last edited by EarlGrey; May 21, 2022 @ 12:49pm
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Date Posted: May 19, 2022 @ 3:27pm
Posts: 7